using TEngine;
using UnityEngine;
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;

public class Procedure2 : TEngine.ProcedureBase
{
    protected override void OnInit(ProcedureOwner procedureOwner)
    {
    }
    protected override void OnEnter(ProcedureOwner procedureOwner)
    {
        Log.Debug("Procedure2 OnEnter");
    }
    protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
    {
        if(Input.GetKeyDown(KeyCode.Space))
        ChangeState<Procedure3>(procedureOwner);
    }
}
